Guild Wars Reimagined

This would be a huge joke. Look, the “autochange” crap was already bad for PvP. Sure most people shrug it off, but what is the point in owning those weapon/card if they can’t be used properly for defense purpose there? If they are to IMBA (which they are) then friggin nerf them finally and let them be used normal in Guild War. Seriously, you invent a over complicated new system were we have to defend buildings with more varying teams then in old GW, and adapt a new point-formula and then you want to “autochange” the best cards we have again to make defenses with them fall flat? GW is supposed to be what “PvP” is in this game. Not Captain Autobot playing 700 matches 24/7 to pop up in the top rankings. its limited attacks a day, and finding the best way to score the most points while breaking through enemy lines. GW already in the past was mostly of finding the right teams to screw with the player and hope that the AI and RNG are not screwing things up to hard on the defense part. Or that the other side has a way better team to break through your defenses. Hell, you even listed in the blog that we get bonus points in finishing matches fast and get rewarded for instakills.Why on earth should we get some of the best cards get “autochanged” for AI defense teams here, while the player attack team can fully wield those cards? That defeats the purpose of having gotten those cards in the first place.

Again: If you think Wand of Stars and Stellarix are to IMBA, nerf them finally and let them be used normal in both GW and regular PvP. And for all that is unholy, if you know that Stellarix is “too good”, don’t even try to make the upcoming 3rd Dragonite Egg final Boss card “better” then Stellarix.

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thank you, and sorry for the cynicism. was in a bad place yesterday. so you can delete that message.

I would instantly uninstall the game and never look back if stellarix or wand were nerfed to satisfy 1 game mode. These tools help make the other annoying but “necessary” game modes much more enjoyable or at the very least less tedious. I have 0 desire to make the rest of pvp or anything else even more time consuming to keep people from complaining about 5 guild wars battles.

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Journey was never great to begin with but look what happened after people complained about those troops in pvp. Now it’s easily the most dreaded and needlessly painful game mode.

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Nobody except you wants Stella and wand nerfed and put back into pvp defenses. That would be the worst decision ever. PvP is already a slog and grind where I don’t even have the time anymore to play explore. Removing them from defenses was a great decision imo.

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No troop need nerf? Ha. Try to build a Broken spire team against a naga defense with 2 takshakas. You have no access to web, silence, mana drain, or instant kill, and no spell damage reduction that exists in normal PvP.

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GW is not your typical PvP were you just brute force quantity by playing 800 games in Central spire to ololol the AI. GW is meant to be the highest stake, were the people have to think about their teams both in offense and defense. Also think about the gem-matches and calculate how to win best and fastest against a fixed opponent were they might have to use a specificly tailored team to beat them, instead of just picking their standard attack team to roflstomp AI. You had 5 matches each day, and each match counted there for to prove how good you were. Or in some cases how lucky, because we all know that one bad RNG board start could screw you up already.
So back to GW: You want to prove your worth? Then every card should function in their original role. You can’t give the attackers Wand of Stars+ Stellarix+2xKhafru on a lot of matches, but the defending AI gets screwed here by getting the shit proxy weapon and downgrade Stellarix to Diamantina (and we had Diamantina at the end of old GW. It was a very strong card then already. Which tells you why Stellarix is just two steps to far with his autoloop). That autochange was already BAD for PvP. And in PvP it got frustrating to some new levels, when “Blood Frenzy” buffed Stellarix 50% and being in a crappy Alliance (aka everyone not in Dark order) who never wins, getting extra buffs for their cards on top. And THEN we come to the activated Monolith buffs, pushing this madness further. Yeah, no shit people complained a ton about Stellarix autolooping them to death easy with all those buffs. But the solution the devs took, was crap. Instead of nerfing the problem itself, aka the cards being way too IMBA, or dialing the Bloodfrenzy or alliance buffs down (oh look, several seasons later and Dark orde ris still winning every single day because there is literally no incentive to join a loser alliance who does not get fed goldmarks) they circumvented the entire PvP problems.

Here we are with GW. There is no Bloodfrenzy buffs on Cards. There is no extra “your alliance suck, here have +20% stats for all your cards” boost. There will be no Monoliths, no extra Talisman buffs. Its deck against deck, on somewhat equal terms. Sure, the credit card guy who bought everything, has every Kingdom at 30 and medalled all his cards already has an advantage against Joe Casual who only has all kingdoms at 10 and only medalled his most used cards, which might or might not be good for the GW deckbuilding. But its still rather on equal terms. We can’t change the RNG bias with bad starting boards, or the AI getting showered in skulls dropping out of frame right into cascades. But the Stellarix the Attacker uses, is roughly on the same level the Defense Stellarix should be. And that is the point here. Cards should not autochange, because its a measure of wits and luck here. If you want to be the autobot Stellarix rockstar who just wants to roflstomp, play PvP. In GW, the Stellarix should shoot right back at your Stellarix around the same stats. If you can’t deal with a Wand of Stars+Stellarix team in GW, because “its too hard”, then either nerf the god damn cards, or do not play Guild Wars. Stick to PvP then, or all the otehr mods were you can feel invincible.

And trust me here, the last year with no GW but autobot PvP did also add other cards that are questionable. The Khafru teams are not popping up a lot on yellow/brown/purple builds without reason. Takshaka is another card wildly out of control, and everyone knows it too. The true dmg monster Mythic we got last month? Tough nut too. but at least not an autolooper on itself. Still, I have already picked a Monster kingdom team that has a 90% win quota in PvP. The RNG has to really hit me hard combined with Bloood Frenzy and Monolith shennanigans to knock that team down. So yeah, seeing the PvP example picture using a “Monster only” building, I can already picture how that will go. Can’t wait for the mirror matches there. GW will be a different mode. And if the devs don’t want to balance cards around that one mode, fine. Then do not. But that autochange crap has not to happen either. If you want those cards imba, deal with them once a month in GW, or ignore GW. Apparently the rewards are not life changing anyway.

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A question: Does guild master have any control of who defends where, or does it completely depend on individual guild members themselves?

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Looking forward to try out this game mode. A few questions. First, does scoring count for the first 27 players or do you get a higher score if all 30 players play? Furthermore, if 3 players didn’t get a chance to use their defenses, will they still qualify to get rewards if they still attack or are they exempted from participating in attacking? Next, we have a restriction for Broken Spire. If a hero is used, are they restriceted only to Broken SPire weapons and/or class? I didn’t see any quanitity restrictions, so does that mean I can use more of the same troop in both attack and defence? On xbox, we were the defending champions of GW. We got first 7 times and second 5 times over past year. Since leadership is based on trophies, our rival guild will be starting in first place and we will be starting in 5th place. They have so many more millions of trophies over us. Hopefully, it won’t take us like a year or so to catch up to them. I hope leadership scoring is balanced. Unless we face each other, most likely both guilds can go 4 and 0 and they will be getting extra gold marks per win, allowing them to slightly get more books and upgrade their kingdoms to 18, giving them a slight more advantage with their troop stats.

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Seems that the guildmembers “count in” to a room, as long as there is a free slot.
Communication will be more important than ever, because setting defenses is a strategic decision.

Because of that I’m not so enthusiastic about the daily fights: If some mates want to fight together in stream or need help with next turn, the timezone of the other guildmates matters a lot.

But overall: New GW looks really good to me atm!
No pay to win, millions of new Teambuilds - and the rewards are not so good, that GW-optional Guild getting frustrated and feel forced to play.

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Thank you for the detailed information. Despite it overwhelming the first reply’s poster, this is invaluable to those prepared to read it.

Obviously, the biggest issue is exactly what we expected: the “reimagining.”

We liked the old Guild Wars! We just wanted it to be fixed and improved.

What you’re doing here is introducing a completely different game mode (very similar to Guild Wars in the game “Hero Wars,” I reckon). Yes, some people might prefer this to the old GW, but those who liked the old GW will probably quit the game. And because you don’t advertise, “changes” will never attract new players.

Here is what I wish I had sent you ages ago, and what I wish you had done – a set of principles for revamping Guild Wars:

  1. Don’t change what isn’t broken. We like Guild Wars the way it is. It may not be for everyone, but for hard-core players, the fundamentals are excellent.

  2. Do fix what is broken. The impact of bugs in GW is far greater than in any other part of the game. The scoring, the playing, the defence retention all needs to work perfectly. And it didn’t. For example, defences often changed unexpectedly; rankings disappeared at weekly reset; the whole set of GW screens looked blank and buggy during non-GW weeks; you could never be sure if you were actually signed up; the scoring system periodically broke; …

  3. Make it better, not different. Annoying user interface stuff accumulates in the minds of players. Even something as simple as allowing medals and/or class talents to be set for each defence team is a game changer to a player, but not overly hard to implement for a decent programmer.

  4. Flatten rewards and fix brackets. It was super annoying to start a new guild and realise it would take more than the life of the game so far to reach bracket 1. (I guess you are trying to fix that, but there were other ways to do that, as well.) As for rewards, I paraphrase from “In Search of Excellence” by some very smart people at McKinsey & Co, writing about sales incentives at IBM: ‘If only the top 5% of salespeople are rewarded with bonuses, only 10% will even bother trying. But if 80% of salespeople are rewarded with bonuses, nearly everyone will put in their best effort.’ Skewing rewards strongly towards the top is one of the biggest mistakes made by nearly every computer game with a reward system.

  5. Test it! FFS! Nothing makes a developer look more stupid than a spelling mistake in the name of their own invention (eg: “Cattuari King’s Eagle”), but any type of bug makes a developer seem dumber and dumber the longer it’s not fixed. (eg: not testing for common variants of screen aspect ratios, hint, hint.) More importantly, in Guild Wars, it actually matters – see point 2.

Conclusion
No matter what name you give it, you are not restoring Guild Wars to the game. Instead, you’re adding a completely different game mode. This will cost you a lot of high-end players who were waiting for GW to return. But since you seem insistent on making this mistake, I only hope that the new game mode is fun.

PS: I deeply regret that I didn’t write this over a year ago, when I first thought of it. That said, you have consistently ignored about 95% of what I write…

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From what I read and understand, the GM has no control over who goes into which location. Players have to choose a location themselves and set a team. If they don’t do this within the 2 day window to set up the defense then they will be locked out of the defense map. If there are any locations still empty at the time, the AI Sentinel / Keep’s Guardian will automatically take over that location so it will have a defense.

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I’m in The Unforgiven on Xbox and I agree that the initial rating based on trophies makes no sense: you have 16,7M trophies and we have 28,7M so you should start from 2.667 elo and we from 2.737
I made some fast calculus with the above formula and you should beat us 6 or 7 times in a row to fill the gap: complete no sense

But we’re thinking as if Guild Wars will exist again, this is just a different PvP
Restrictions too tight for attackers, scoring system not skill-based and very easy defence (except for the last battle) in my opinion this means goodbye GW

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Defense Teams should be saved for the Guild Keep. That way if the Guild continues to use the same Keep in the next Guild Wars, they don't need to set up a new team.

That being said, when that was mentioned to me, I do not think it was with the consideration that there is an Immortal team issue. It’s one on my list to follow up on.

Each member places themselves within the Keep.

Individual rewards are given for your wins from your attacks. Then the Daily Rewards are for if your Guild wins that day.
There is nothing blocking someone from attacking, even if they don’t set a defense team.

Yes.

And cos I missed grabbing the quote link - yes you can have multiple of a troop on a team.

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Yes for both? for weapon and for class? or only for weapon?

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Those, who want to quit, will quit any way. When devs rework cards design last time there were billion tons of treatments to quit from players - and a 5 kilos of really quiting. People will complaining any way no matters what is given to them.

And do you have a statistics of guilds who LOVED GW and who HATED? as to me it’s 20% vs 80% not in favor of GW-lovers.

My oppinion is that the game is changing and it’s good, that it does. Old PVP system was interesting to way too lesser amount of players rather than new - seems to me the same would be with the new GW. Ordinary players will get a new optional activity with not so bad rewards for not really much efforts, and the top 10-20 guilds will get a new instrument to prove their mastery and measure their ego in nubmers and ratings. So those, who never played old gw because they never had a chance of winning and a winning itself mean nothing if you are not in the first 5 brackets, they will with a high probability play new GW

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thank you for answering all of my questions. The only one that seemed unclear was if the hero class was restricted to Broken Spire. And if scoring is based on number of participants attacking, it is important to ensure you get 30 active players playing daily.

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yes it is - the more you attack - the more points you get. Every day of 4 - is a complete competition between 2 guilds - your and opponent’s. You can’t play all 20 battles at sunday as before

Just for clarification, since I haven’t seen it mentioned, and it really matters, will hero gems appear in guild war battles?
I mean a) the campaign gems, like decaying gems right now, which fall in most every battle in the game, and b) area specific gems, like in PvP, where a set zone will cause specific hero gems to fall during battles, and the gems change regularly.
I really hope the answer to both types is no, they won’t appear, because hero gems can have huge impact on battles and mess with the results, and it seems like we won’t have any way to replay a match if a hero gem defeats us unfairly. It’s one of the major complaints of the PvP rework (especially potion gems, which many players seem to hate yet somehow get voted for a lot), and most players won’t want them in guild war battles.

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Yeah, I’d love an answer to this, too. Sounds like we’re gonna have class restrictions, which is pretty unusual, and will hugely affect the game mode (both for defense and attack teams) and how we play the mode.
Not having elementalist available is gonna weaken our teams, but not having to play against it will make the game way easier. Since nothing else comes close in terms of power, it doesn’t matter which others are available, just that one class being restricted will make all the difference.

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